Search found 2787 matches
- Thu Sep 25, 2014 5:54 pm
- Forum: Project Showcase
- Topic: Reflex kickstarter!
- Replies: 23
- Views: 21494
Re: Reflex kickstarter!
Both of you seem to have not understood what open-source is about, nor did you understand my argument at all. I know what open source is; I just don't subscribe to the toxic notion of 'software freedom' by telling others they can't have the freedom of not having 'software freedom', because that isn...
- Thu Sep 25, 2014 3:43 pm
- Forum: Project Showcase
- Topic: Reflex kickstarter!
- Replies: 23
- Views: 21494
Re: Reflex kickstarter!
I mean seriously, how is this significantly different from Nexuiz (the commercial one)? Because something costs money ( oh my god ) and it's an arena game , you can't tell between an indie game that's kickstarting and an indie game that was published under a troubled publisher bleeding money until ...
- Thu Sep 25, 2014 12:51 am
- Forum: Project Showcase
- Topic: Reflex kickstarter!
- Replies: 23
- Views: 21494
Re: Reflex kickstarter!
Julius wrote:If it was an open-source game (with some commercial services) I would definitly pledge
there is no way around it except open-source community ownership.
Shut up
Good luck Electro!
- Sat Sep 20, 2014 1:24 am
- Forum: Engine Programming
- Topic: 2 Obscure WinQuake fixes
- Replies: 21
- Views: 5294
Re: 2 Obscure WinQuake fixes
It also happens in pure C. I believe it has to do with drawing one whole pixel covering the screen, and trying to draw the next but it couldn't find a space for it and has an access violation right there. An alternative way to fix this would be better sprite clipping code that's more aware of screen...
- Thu Sep 18, 2014 7:40 pm
- Forum: General Discussion
- Topic: main site infected?
- Replies: 64
- Views: 18972
Re: main site infected?
Isn't Drupal wormed as hell too?
Personally what I would do is move the news into the forum system and have the front page feed off it, like the OA site, and like func_
Personally what I would do is move the news into the forum system and have the front page feed off it, like the OA site, and like func_
- Tue Sep 16, 2014 4:05 am
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 13123
Re: Compiling DOS Quake?
Q1source.zip is missing the proper makefile, QIP fixes that with a new one (but unfortunately QIP also uses long file names which breaks compiling it on pure dos (non win9x) systems).
- Mon Sep 15, 2014 1:02 am
- Forum: Engine Programming
- Topic: 2 Obscure WinQuake fixes
- Replies: 21
- Views: 5294
Re: 2 Obscure WinQuake fixes
I discovered the crash happening in Quake 1.01 (yes this crash goes way back, errormessage spewing something about surfacecache) after trying a mod that spammed bubbles exactly at the view, where swimming backwards would trigger a crash. I kept reproducing this crash, kept debugging and managed to f...
- Sun Sep 14, 2014 2:54 am
- Forum: General Discussion
- Topic: R U B I C O N R U M B L E P A C K
- Replies: 23
- Views: 12242
Re: R U B I C O N R U M B L E P A C K
I S T H I S N E C C E S S A R Y ?
- Sat Sep 13, 2014 10:31 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126519
Re: What are you working on?
learning this negative brush mapping thing...
- Wed Sep 10, 2014 12:13 am
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 49693
- Mon Sep 08, 2014 10:44 pm
- Forum: Engine Programming
- Topic: Dropping the palette: rendering 256-colors directly from tex
- Replies: 21
- Views: 4527
Re: Dropping the palette: rendering 256-colors directly from
what? all that colorshifting stuff could be done directly at flip
- Mon Sep 08, 2014 2:44 pm
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 49693
Re: [id3][WIP] OpenArena3
shotgun modeled and ingame
also made some character proportion tweaks, good call jitspoe
also made some character proportion tweaks, good call jitspoe
- Sun Sep 07, 2014 11:53 pm
- Forum: Engine Programming
- Topic: Dropping the palette: rendering 256-colors directly from tex
- Replies: 21
- Views: 4527
Re: Dropping the palette: rendering 256-colors directly from
but what if the engine just store the pallete with the texture and switch palletes during rendering ? Bad idea: You would need a generated loopup table for every unique texture palette each, regardless of pixel depth. But anyway, going this over: - You really really need a 15-bit, 16-bit or 24-bit ...
- Sun Sep 07, 2014 2:31 am
- Forum: Engine Programming
- Topic: Dropping the palette: rendering 256-colors directly from tex
- Replies: 21
- Views: 4527
Re: Dropping the palette: rendering 256-colors directly from
24-bit in software? Isn't that going to be slow? It'll only be slower for buffer transfer on slower machines and their slow video cards, and the fact there's no Abrash assembly code for 24-bit color (though there is leftover 16bpp assembly code that I'm not sure if it even works since that was impl...
- Sat Sep 06, 2014 2:05 pm
- Forum: Engine Programming
- Topic: Dropping the palette: rendering 256-colors directly from tex
- Replies: 21
- Views: 4527
Re: Dropping the palette: rendering 256-colors directly from
Considering the upgrades necessary to make the surfacecache suitable for this (DO NOT FORGET THE MIPBLOCK FUNCTIONS which comes before drawspans) you'd better off be just directly loading all textures as 24-bit at this point.
(Which is possible and clever trickery can make it work in 256 colors)
(Which is possible and clever trickery can make it work in 256 colors)